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This article was written by the team at Internet Explorer. It has been authorized to be published on WebAppers.

In the previous tutorial learning how to write a 3D soft engine from scratch in C#, TS or JS – drawing lines & triangles, we’ve learned how to draw lines & triangles and we really started to see the 3D side our meshes thanks to this wireframe rendering. But we’ve only displayed a cube… And even a simple cube already has 12 faces! Are we going to be forced to handle ourselves all the faces for more complex objects this way? Hopefully not.

3D modelers help the collaboration between 3D designers and developers. The designer can use its favorite tools to build his scenes or meshes (3D Studio Max, Maya, Blender, etc.). Then he will export his work into a file that will be loaded by the developers. The developers will finally push the meshes into his real time 3D engine. There are several file formats available on the market to serialize the job done by the artists. In our case, we’re going to use JSON. Indeed, David Catuhe has done an export library for Blender that output a .babylon file using JSON. We’re then going to see how to parse that file and display the meshes in our lovely soft engine.

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This article was written by the team at Internet Explorer. It has been authorized to be published on WebAppers.

Now that we have built the core of our 3D engine thanks to the previous tutorial Tutorial series- learning how to write a 3D soft engine from scratch in C#, TypeScript or JavaScript, we can work on enhancing the rendering. The next step is then to connect the dots to draw some lines in order to render what you probably know as a “wireframe” rendering.

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This article was written by the team at Internet Explorer. It has been authorized to be published on WebAppers.

I’d to like to share with you how I’ve learned to build what’s known as a “3D soft engine” through a series of tutorials. “Software engine” means that we will use only the CPU to build a 3D engine in an old school way (remember Doom on your 80386 ?). I’ll share with you the C#, TypeScript and JavaScript versions of the code. In this list, you should then find your favorite language or at least something near your favorite one. The idea is to help you transposing the following samples & concepts on your favorite platform. You’ll find the Visual Studio 2012 C#/TS/JS solutions to download at the end also.

So why building a 3D soft engine? Well, it’s simply because it really helps understanding how modern 3D works with our GPUs. Indeed, I’m currently learning the basics of 3D thanks to internal workshops delivered within Microsoft by the awesome David Catuhe. He’s been mastering 3D for many years now and matrices operations is hard-coded in his brain. When I was young, I was dreaming to be able to write such engines but I had the feeling it was too complex for me. Finally, you’ll see that this is not – that – complex. You simply need someone that will help you understanding the underlying principles in a simple way.

Through this series, you will learn how to project some 3D coordinates (X, Y, Z) associated to a point (a vertex) on a 2D screen, how to draw lines between each point, how to fill some triangles, to handle lights, materials and so on. This first tutorial will simply show you how to display 8 points associated to a cube and how to move them in a virtual 3D world.

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Getting Started

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Adding these buttons to a Web page required two libraries, one from each of the providers, plus a little JavaScript to wire them up. Both libraries had some magic that made them work, although I doubted that all of the 200 KB of JavaScript I wrote was being used. Before I was asked to implement a third service, I opened up Fiddler and started to inspect what was going over the wire. After a little poking around, I found my way to the docs, and before I knew it I had the premise for an insightful article. So, get a cup of tea and a biscuit and enjoy the read.

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We’ve recently released a simple & powerful WebGL 3D engine named Babylon.JS: a complete JavaScript framework for building 3D games with HTML 5 and WebGL While he was writing his engine, we’ve built a small team made of Pierre Lagarde, Sébastien Pertus, Michel Rousseau and I to imagine a framework on top of Babylon.JS to help developers building games in a very simple way. This framework is named Babylon.GameFX and mainly targets people that are not very comfortable with some 3d gaming concepts and don’t consider themselves as 3d gurus. But it could be useful also for more advanced developers as we’ve tried to implement some boring tasks for you also. By the way, if you’re a 3d beginner, you should have a look to this series: Tutorial series: learning how to write a 3D soft engine from scratch in C#, TypeScript or JavaScript

Pierre and I have just finished a v0.1 of the client part. You can download it from Github: BabylonJS.GameFX & you can find some simple samples on our website: http://gamefx.babylonjs.com/

Sébastien has almost finished a back-end set of APIs to help you handling a leaderboard in a near future. We’ll then talk only about the client part here.

By the way, please note that we’re mainly working on this framework on our part time and that v0.1 means that this is far from being completed. So, please be kind with us if everything is not perfect yet :) But we’d like to start sharing with you what we’ve done so far, listen to your feedbacks and continue/enhance it in the next weeks. We will then iterate with your feedbacks in the next releases.

In this first tutorial, we’re going to see how to use the main features we’ve shipped. By following this tutorial, you’ll be able to create the following result in less than 30 lines of code:

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